diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 438e1d1b33e28ea9e6b78674527b25086ad4d836..37dcbbd3281014ff3a92d2b1b91337460c663a29 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -27,8 +27,6 @@ out vec4 frag_color; -uniform sampler2D diffuseMap; - void main() { frag_color = vec4(1,1,1,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 8627ab1852f1ac98b6436cd0963f8e62e1c0febc..23a3ca4911ae18a27200b4fb5030ed8b51b0fb1a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file blurLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -27,7 +27,6 @@ out vec4 frag_color; -uniform sampler2D normalMap; uniform sampler2D lightMap; uniform float dist_factor; @@ -42,16 +41,16 @@ in vec2 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec4 getNorm(vec2 pos_screen); -void main() +void main() { vec2 tc = vary_fragcoord.xy; vec4 norm = getNorm(tc); vec3 pos = getPosition(tc).xyz; vec4 ccol = texture(lightMap, tc).rgba; - + vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); - + vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' vec4 col = defined_weight.xyxx * ccol; @@ -75,15 +74,15 @@ void main() k[1] = (k[0]+k[2])*0.5f; k[3] = (k[2]+k[4])*0.5f; k[5] = (k[4]+k[6])*0.5f; - + for (int i = 1; i < 7; i++) { vec2 samptc = tc + k[i].z*dlt*2.0; samptc /= screen_res; - vec3 samppos = getPosition(samptc).xyz; + vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane - + if (d*d <= pointplanedist_tolerance_pow2) { col += texture(lightMap, samptc)*k[i].xyxx; @@ -95,10 +94,10 @@ void main() { vec2 samptc = tc - k[i].z*dlt*2.0; samptc /= screen_res; - vec3 samppos = getPosition(samptc).xyz; + vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane - + if (d*d <= pointplanedist_tolerance_pow2) { col += texture(lightMap, samptc)*k[i].xyxx; @@ -108,7 +107,7 @@ void main() col /= defined_weight.xyxx; //col.y *= col.y; - + frag_color = max(col, vec4(0)); #ifdef IS_AMD_CARD diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 183a736defe88d91d48a32255fedcec6dc1226f4..ef93d8063429d84326e3af9f4d11afe7afaf7df5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -102,10 +102,13 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, { l = normalize(lv); h = normalize(l + v); - nh = clamp(dot(n, h), 0.0, 1.0); - nl = clamp(dot(n, l), 0.0, 1.0); - nv = clamp(dot(n, v), 0.0, 1.0); - vh = clamp(dot(v, h), 0.0, 1.0); + + // lower bound to avoid divide by zero + float eps = 0.000001; + nh = clamp(dot(n, h), eps, 1.0); + nl = clamp(dot(n, l), eps, 1.0); + nv = clamp(dot(n, v), eps, 1.0); + vh = clamp(dot(v, h), eps, 1.0); lightDist = length(lv); } @@ -484,6 +487,43 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, return clamp(color, vec3(0), vec3(10)); } +vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 p, // pixel position + vec3 v, // view vector (negative normalized pixel position) + vec3 lp, // light position + vec3 ld, // light direction (for spotlights) + vec3 lightColor, + float lightSize, float falloff, float is_pointlight, float ambiance) +{ + vec3 color = vec3(0,0,0); + + vec3 lv = lp.xyz - p; + + float lightDist = length(lv); + + float dist = lightDist / lightSize; + if (dist <= 1.0) + { + lv /= lightDist; + + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); + + // spotlight coefficient. + float spot = max(dot(-ld, lv), is_pointlight); + // spot*spot => GL_SPOT_EXPONENT=2 + float spot_atten = spot*spot; + + vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials + + color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); + } + + return color; +} + void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor) { vec3 f0 = vec3(0.04); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index d0fc362db99c437355a0f13fa90d4ae454742f2e..ae179d3f375acf887cfc47e215c7c12b828e81c4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -51,8 +51,6 @@ uniform vec4[2] texture_emissive_transform; out vec3 vary_fragcoord; -uniform float near_clip; - in vec3 position; in vec4 diffuse_color; in vec3 normal; @@ -88,7 +86,7 @@ void main() #endif gl_Position = vert; - vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); + vary_fragcoord.xyz = vert.xyz; base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl index 363d6bbe93ff5578aea4be723716ed26e70fd275..e77e97287319bc2e28ac0f097a66773cb94bfec6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl @@ -25,13 +25,13 @@ // debug stub -float random (vec2 uv) +float random (vec2 uv) { - return 0.0; + return 0.f; } float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness) { collectedColor = vec4(0); - return 0.0; + return 0.f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 9db8f461dd3abb994a62538f349832796fc5c6b3..f208ac746b4d8c4a473f13c82d42563fa521d54e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -27,8 +27,6 @@ out vec4 frag_color; -uniform sampler2D diffuseMap; - in vec4 post_pos; in float target_pos_x; in vec4 vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 16cc7cfbbc95d36fa13a7d708d98558640093ca1..6f7bd2bf3c03d8b6d11831cb116a30d1125e39b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -24,7 +24,6 @@ */ uniform sampler2D normalMap; -uniform sampler2D depthMap; #if defined(SUN_SHADOW) uniform sampler2DShadow shadowMap0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl index 7c02cb9d4aaddb4c9e9aa9b08d7372841ae6ddf2..298fe054f4dbdd1ebc1247a0e8ba6e64edf5a8ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class1/deferred/textureUtilV.glsl * * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2023, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -48,6 +48,7 @@ vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offse return (transform * vec3(texcoord, 1)).xy; } +// A texture transform function for PBR materials applied to shape prims/Collada model prims // vertex_texcoord - The UV texture coordinates sampled from the vertex at // runtime. Per SL convention, this is in a right-handed UV coordinate // system. Collada models also have right-handed UVs. @@ -93,6 +94,8 @@ vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform) // Take the rotation only from both transforms and apply to the tangent. This // accounts for the change of the topology of the normal texture when a texture // rotation is applied to it. +// In practice, this applies the inverse of the texture transform to the tangent. +// It is effectively an inverse of the rotation // *HACK: Assume the imported GLTF model did not have both normal texture // transforms and tangent vertices. The use of this function is inconsistent // with the GLTF sample viewer when that is the case. See getNormalInfo in diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl index 8073dfa7698b4e9df30ac0b99196d3102caeef82..a22ba967d569ad7aa3c42ce3d3fc74d6292203a6 100644 --- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ - uniform sampler2D exposureMap; - vec3 srgb_to_linear(vec3 cs) { vec3 low_range = cs / vec3(12.92); diff --git a/indra/newview/app_settings/shaders/class1/interface/copyF.glsl b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl index edaa2488f04ac7de7d7de403d88d4df07670daaa..094d147e863ca3d1cafab68cbf033f8afa5d96b9 100644 --- a/indra/newview/app_settings/shaders/class1/interface/copyF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl @@ -25,7 +25,10 @@ in vec2 tc; +#if defined(COPY_DEPTH) uniform sampler2D depthMap; +#endif + uniform sampler2D diffuseMap; out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index d077670c96379b367150b7d3ba34736fb2dbf56c..359bfe8253c25884bc4d6ba0d7f7b70db0dee48f 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -57,9 +57,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 rel_pos_norm = normalize(rel_pos); float rel_pos_len = length(rel_pos); - + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color; - + // sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); @@ -119,16 +119,19 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); // brightness of surface both sunlight and ambient - + sunlit = sunlight.rgb; amblit = tmpAmbient; additive *= vec3(1.0 - combined_haze); + + // sanity clamp haze contribution + additive = min(additive, vec3(10)); } vec3 srgb_to_linear(vec3 col); -// provide a touch of lighting in the opposite direction of the sun light +// provide a touch of lighting in the opposite direction of the sun light // so areas in shadow don't lose all detail float ambientLighting(vec3 norm, vec3 light_dir) { @@ -150,7 +153,7 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou // (allows for mixing of light sources other than sunlight e.g. reflection probes) sunlit *= sky_sunlight_scale; amblit *= sky_ambient_scale; - + amblit = srgb_to_linear(amblit); amblit *= ambientLighting(norm, light_dir); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 5e2f70ff8b200b0f6c5b489c01caae821e5300f3..0339e1ab29ec10207a9c872363e6edd4d72caf37 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class1\deferred\pbralphaF.glsl * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -87,7 +87,7 @@ vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); float calcLegacyDistanceAttenuation(float distance, float falloff); float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); void mirrorClip(vec3 pos); @@ -111,15 +111,15 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 additive, vec3 atten); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera vec3 l); //surface point to light -vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 p, // pixel position @@ -127,33 +127,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, vec3 lp, // light position vec3 ld, // light direction (for spotlights) vec3 lightColor, - float lightSize, float falloff, float is_pointlight, float ambiance) -{ - vec3 color = vec3(0,0,0); - - vec3 lv = lp.xyz - p; - - float lightDist = length(lv); - - float dist = lightDist / lightSize; - if (dist <= 1.0) - { - lv /= lightDist; - - float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); - - // spotlight coefficient. - float spot = max(dot(-ld, lv), is_pointlight); - // spot*spot => GL_SPOT_EXPONENT=2 - float spot_atten = spot*spot; - - vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials - - color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); - } - - return color; -} + float lightSize, float falloff, float is_pointlight, float ambiance); void main() { @@ -181,7 +155,7 @@ void main() float sign = vary_sign; vec3 vN = vary_normal; vec3 vT = vary_tangent.xyz; - + vec3 vB = sign * cross(vN, vT); vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); @@ -218,7 +192,7 @@ void main() vec3 irradiance = vec3(0); vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit); - + vec3 diffuseColor = vec3(0); vec3 specularColor = vec3(0); calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor); @@ -230,7 +204,7 @@ void main() vec3 light = vec3(0); // Punctual lights -#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); +#define LIGHT_LOOP(i) light += pbrCalcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -245,7 +219,7 @@ void main() color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb; float a = basecolor.a*vertex_color.a; - + frag_color = max(vec4(color.rgb,a), vec4(0)); } @@ -295,7 +269,7 @@ void main() // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); - + float a = basecolor.a*vertex_color.a; color += colorEmissive; diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl index 4af57e3b80ac64a7b230ff11f95885d592ec964f..7b82aa1a0dca5bd7096a73813ce5c64c425d6481 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl @@ -25,8 +25,6 @@ out vec4 frag_color; -uniform sampler2D normalMap; - // Inputs uniform vec3 sun_dir; uniform vec3 moon_dir; @@ -67,16 +65,16 @@ void main() calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); vec3 sunlit_linear = srgb_to_linear(sunlit); - + // mask off atmospherics below water (when camera is under water) bool do_atmospherics = false; - + if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 || dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) { do_atmospherics = true; } - + vec3 irradiance = vec3(0); vec3 radiance = vec3(0); @@ -101,5 +99,5 @@ void main() } frag_color = max(vec4(color.rgb, alpha), vec4(0)); //output linear since local lights will be added to this shader's results - + } diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 2d015bb372b403d5eaf301b22603cef4d969cba7..923327365a83bed708efec322e68a73e7d8c9838 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -77,7 +77,6 @@ uniform float is_mirror; uniform vec3 sun_dir; uniform vec3 moon_dir; -in vec2 vary_fragcoord; uniform mat4 proj_mat; uniform mat4 inv_proj; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index edfd6cbced9abf43ca9a75c635c31819f9b6efdf..4ed778371ff5fa9f232e32f079d08f8a651ec36d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -27,7 +27,6 @@ out vec4 frag_color; -uniform sampler2D depthMap; uniform sampler2D diffuseRect; uniform sampler2D specularRect; uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl @@ -56,8 +55,8 @@ vec3 srgb_to_linear(vec3 c); // Util vec3 hue_to_rgb(float hue); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera @@ -91,7 +90,7 @@ void main() float metallic = orm.b; vec3 f0 = vec3(0.04); vec3 baseColor = diffuse.rgb; - + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); diffuseColor *= 1.0 - metallic; diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 60be9f44070fdd4c3018576578b1b7c9264f1d05..6c137571497d5979ef525db35393668cfe5bc1b6 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -1,38 +1,36 @@ -/** +/** * @file class3\deferred\pointLightF.glsl * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; uniform sampler2D diffuseRect; uniform sampler2D specularRect; -uniform sampler2D normalMap; uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform sampler2D lightFunc; -uniform sampler2D depthMap; uniform vec3 env_mat[3]; uniform float sun_wash; @@ -59,8 +57,8 @@ vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 c); float getDepth(vec2 tc); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera @@ -93,13 +91,13 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture(emissiveRect, tc).rgb; + vec3 colorEmissive = texture(emissiveRect, tc).rgb; vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; vec3 f0 = vec3(0.04); vec3 baseColor = diffuse.rgb; - + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); diffuseColor *= 1.0 - metallic; @@ -136,7 +134,7 @@ void main() final_color += lit*scol*color.rgb*spec.rgb; } } - + if (dot(final_color, final_color) <= 0.0) { discard; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 9a683a646011865e448c561bce2681d59963d9c7..ba2411df1fd4e81ef99088a51b7dffc1fbf47839 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -29,7 +29,6 @@ out vec4 frag_color; uniform sampler2D diffuseRect; uniform sampler2D specularRect; -uniform sampler2D normalMap; uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl const float M_PI = 3.14159265; @@ -38,7 +37,6 @@ const float M_PI = 3.14159265; uniform sampler2D lightMap; #endif -uniform sampler2D depthMap; uniform sampler2D lightFunc; uniform float blur_size; @@ -105,8 +103,8 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 additive, vec3 atten); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera @@ -169,15 +167,15 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 orm = spec.rgb; + vec3 orm = spec.rgb; float perceptualRoughness = orm.g; float metallic = orm.b; float ao = orm.r; - + // PBR IBL float gloss = 1.0 - perceptualRoughness; - + sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear); adjustIrradiance(irradiance, ambocc); @@ -205,7 +203,7 @@ void main() { // legacy shaders are still writng sRGB to gbuffer baseColor.rgb = srgb_to_linear(baseColor.rgb); - + spec.rgb = srgb_to_linear(spec.rgb); float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); @@ -224,7 +222,7 @@ void main() vec3 sun_contrib = min(da, scol) * sunlit_linear; color.rgb += sun_contrib; color.rgb *= baseColor.rgb; - + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); if (spec.a > 0.0) @@ -254,7 +252,7 @@ void main() } color.rgb = mix(color.rgb, baseColor.rgb, baseColor.a); - + if (envIntensity > 0.0) { // add environment map applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 319fa86148b52951e4b579b55c239214871a0d24..bc4d36d10d31334bf4c9f6cd5897fdb91031b46b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -1,40 +1,37 @@ -/** +/** * @file class3\deferred\spotLightF.glsl * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; uniform sampler2D diffuseRect; uniform sampler2D specularRect; -uniform sampler2D depthMap; -uniform sampler2D normalMap; uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform samplerCube environmentMap; uniform sampler2D lightMap; -uniform sampler2D projectionMap; // rgba uniform sampler2D lightFunc; uniform mat4 proj_mat; //screen space to light space @@ -83,8 +80,8 @@ vec4 getPosition(vec2 pos_screen); const float M_PI = 3.14159265; -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera @@ -112,13 +109,13 @@ void main() } float shadow = 1.0; - + if (proj_shadow_idx >= 0) { vec4 shd = texture(lightMap, tc); shadow = (proj_shadow_idx==0)?shd.b:shd.a; shadow += shadow_fade; - shadow = clamp(shadow, 0.0, 1.0); + shadow = clamp(shadow, 0.0, 1.0); } vec4 norm = getNorm(tc); @@ -149,7 +146,7 @@ void main() float metallic = orm.b; vec3 f0 = vec3(0.04); vec3 baseColor = diffuse.rgb; - + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); diffuseColor *= 1.0 - metallic; @@ -167,7 +164,7 @@ void main() if (nl > 0.0) { amb_da += (nl*0.5 + 0.5) * proj_ambiance; - + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); vec3 intensity = dist_atten * dlit * 3.25 * shadow; // Legacy attenuation, magic number to balance with legacy materials @@ -205,11 +202,11 @@ void main() // unshadowed for consistency between forward and deferred? amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; } - + amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ); final_color += diffuse.rgb * amb_rgb * max(dot(-normalize(lv), n), 0.0); } - + if (spec.a > 0.0) { dlit *= min(nl*6.0, 1.0) * dist_atten; @@ -218,7 +215,7 @@ void main() float gtdenom = 2 * nh; float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh)); - + if (nh > 0.0) { float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); @@ -226,26 +223,26 @@ void main() speccol = clamp(speccol, vec3(0), vec3(1)); final_color += speccol; } - } + } if (envIntensity > 0.0) { vec3 ref = reflect(normalize(pos), n); - + //project from point pos in direction ref to plane proj_p, proj_n vec3 pdelta = proj_p-pos; float ds = dot(ref, proj_n); - + if (ds < 0.0) { vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); if (stc.z > 0.0) { stc /= stc.w; - + if (stc.x < 1.0 && stc.y < 1.0 && stc.x > 0.0 && diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index f6bef1e498baa13ec5747c10e57d4610a46f43d8..2bf785e773bde4507f6dca763151c797e74b381c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -28,8 +28,6 @@ out vec4 frag_color; // Inputs in vec4 vary_fragcoord; -uniform sampler2D normalMap; - vec4 getPositionWithDepth(vec2 pos_screen, float depth); float getDepth(vec2 pos_screen); @@ -43,7 +41,7 @@ void main() float depth = getDepth(tc.xy); if (above_water > 0) - { + { // we want to depth test when the camera is above water, but some GPUs have a hard time // with depth testing against render targets that are bound for sampling in the same shader // so we do it manually here @@ -60,5 +58,5 @@ void main() vec4 fogged = getWaterFogView(pos.xyz); frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results - + } diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index 728d70ebb2098bf6113079901a8d4780f5f93b3a..1c02dc764d7e05d29d0d6388ed09c74bdae007fb 100644 --- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -25,7 +25,6 @@ out vec4 frag_color; -uniform sampler2D diffuseMap; uniform sampler2D bumpMap; #ifdef TRANSPARENT_WATER